Search found 17 matches
- Fri Jul 11, 2014 2:01 am
- Forum: Game Engines
- Topic: "DSDoom"
- Replies: 21
- Views: 7556
Re: "DSDoom"
The source code being a major pain in the butt to work with is pretty much the only problem I ran into. :V That may be one of the bigger understatements I've heard lately. I sometimes work on a 5-year-old fork of a decade+-old open-source C HTTP server at my job, in which the new code is mostly in ...
- Wed Jul 09, 2014 3:06 pm
- Forum: Game Engines
- Topic: "DSDoom"
- Replies: 21
- Views: 7556
Re: "DSDoom"
Hey, all. I'm one of the other devs working with Deathsong, and we appreciate the feedback a lot. I, too, spent several years learning to code at a monastery not too long ago, albeit at a different one (mine was in a little town called Claremont). Having left the monastery, I now work as a systems ...
- Mon Jul 02, 2007 6:48 pm
- Forum: Editing (Archive)
- Topic: Jetpack/Booster 2.0 - Help!
- Replies: 5
- Views: 438
- Mon Jul 02, 2007 5:14 pm
- Forum: Editing (Archive)
- Topic: Jetpack/Booster 2.0 - Help!
- Replies: 5
- Views: 438
Help!
Well, I have a new problem. The upwards motion works great, but sideways not so much: It appears ThrustThing is not configured for relative motion, and always sends things to an absolute angle (i.e. press the "left" button to go west). My guess is that I'll need to create a function to compute ...
- Mon Jul 02, 2007 3:30 pm
- Forum: Editing (Archive)
- Topic: Jetpack/Booster 2.0 - Help!
- Replies: 5
- Views: 438
- Mon Jul 02, 2007 3:15 pm
- Forum: Editing (Archive)
- Topic: Jetpack/Booster 2.0 - Help!
- Replies: 5
- Views: 438
Jetpack/Booster 2.0 - Help!
I'm working on a jetpack item/ability inspired by Cave Story's Booster 2.0, for which I decided to use ACS (I want the player to be able to access this at any time via a keybind, and inventory items are not complex enough). I currently only have the vertical boost, which works remarkably well, but ...
- Mon Jul 02, 2007 2:31 pm
- Forum: General
- Topic: Major spam in the Wiki
- Replies: 9
- Views: 629
Ew, CAPTCHAs. I doubt the ZDoom wiki gets large numbers of registrations, so just some form of admin and moderator approval should be good enough. As annoying as CAPTCHAs may be, they are one of the only reliable ways of filtering out bots from humans. Either that, or have an approval-only editing ...
- Sun Jul 01, 2007 12:51 pm
- Forum: General
- Topic: Major spam in the Wiki
- Replies: 9
- Views: 629
Major spam in the Wiki
It must be really recent, because no one seems to have noticed, but the ZDoomWiki has been hit hard by spammers. I suggest instituting CAPTCHAs at the least, if not temporarily locking all articles. Banning IPs is not going to be even remotely useful, unfortunately, as I can guarantee that they are ...
- Sat Jun 23, 2007 10:18 pm
- Forum: Editing (Archive)
- Topic: Lua
- Replies: 322
- Views: 34493
I know I'm a bit late, but I honestly don't like the idea of using Lua; not only do I not feel comfortable reading or writing it, it seems woefully counter-intuitive at times, much in contrast to DECORATE, which has always felt very intuitive (though not always straightforward). The real problem ...
- Tue Jun 12, 2007 1:07 pm
- Forum: Editing (Archive)
- Topic: Getting a player's speed?
- Replies: 9
- Views: 1375
- Tue Jun 12, 2007 12:57 pm
- Forum: Editing (Archive)
- Topic: Getting a player's speed?
- Replies: 9
- Views: 1375
Getting a player's speed?
Since there's no easy built-in way of getting the current velocity of a player (or any actor, for that matter), I've tried to come up with a couple of different ACS hacks, but none of them seem to work. Does anyone have any idea of how to do this, or better yet already have a function or script for ...
- Thu Jun 07, 2007 12:06 pm
- Forum: Editing (Archive)
- Topic: Getting a target's info?
- Replies: 8
- Views: 1187
- Tue Jun 05, 2007 7:03 pm
- Forum: Resources
- Topic: Harbinger 2.0
- Replies: 60
- Views: 9579
- Tue Jun 05, 2007 5:40 pm
- Forum: Editing (Archive)
- Topic: Getting a target's info?
- Replies: 8
- Views: 1187
As with any problem, try inventory hacks. They often work better than global variables, and you won't have the issue of retrieving the MagicDefence variable for the player only: Just have your script check the target's TID, store it as a variable, and then do a CheckActorInventory function for the ...
- Mon Jul 11, 2005 9:57 pm
- Forum: Editing (Archive)
- Topic: [ACS] Difficulty with GetActorProperty (APROP_Speed)
- Replies: 7
- Views: 411
Ummm... I wasn't entirely sure that was necessary, although it did seem to work to an extent... However, the difficulty is getting that damn GetActorProperty() function to respond when the doomguy is selected. That, and I also had a problem when I set the TID within the Thing_ChangeTID() to 0, which ...